About This Game

Starpoint Gemini Warlords is a space sim coupled with role-playing and strategy elements. Send your mighty war fleets into combat or lead them yourself. The choice is yours. Be the Warlord!

Control your ship directly to show off your battle prowess. Aim and fire manually or command your gunners to do the job for you while you execute unique skills. Choose your companions to follow you into battle and if you need an extra hand, have your fleets join you in glorious combat. Battles in Warlords can vary from duels and small skirmishes to clashes of massive fleets in planetary orbits.

Construct ships and assemble your mighty war fleets to pitch them against the other war-mongering factions of Gemini, but be mindful of the situation you’re sending them into. A seemingly weaker fleet can be accompanied by warmasters, well-trained specialists that can sway the battle in their favor, but fear not, you can have your fleet follow you so you can lead them to victory!

Upgrade your headquarters with additional modules to produce more advanced weapons and enhancements, develop new ships leading up to the station-size Proxima, unlock new structures and activate various bonuses that influence all of your territory. You are the leader of your people and a powerful leader deserves a stronghold.

Spread your influence and increase your resources by expanding your territory, but don’t stretch your defenses too thin or your enemies might take advantage. Territory can be fortified and improved by building various resource and defense structures. Expand the T-Gate network to make your fleets travel across your ever-growing empire faster. A timely arrival can make all the difference.

Begin your adventure on a small, agile gunship and work your way up to a massive carrier class capable of deploying numerous fighter wings. Upgrade your chosen vessel of destruction with a plethora of weapons and enhancements. And to finish it all off, throw a coat of paint on it to get that perfect vessel you always wanted.

KEY FEATURES:

Massive game world, populated by over 60 diverse factions, ready to face your war fleets.

Campaign mode – Play through the story of the “exiles”, who settled on the barren planet of Phaeneros on the outskirts of Gemini, after escaping the alien invasion of the Sol system.

Five free roam scenarios with distinct start setup.

Choose among nearly 90 different ships, from gunships and corvettes to bulky carriers.

Build your own personal headquarters to boost your economic and military power.

Procedurally generated freelance jobs offer a great way to earn Credits that you can use to pump upgrades into your ship.

Procedurally generated encounters can creep up on you when you least expect them.

Choose one of three unique character classes or whip up a hybrid class of your own.

Conduct research on a multitude of different tech that affects everything from your own ship to the global scheme of things.

Construct ships, assemble war fleets and send them in all directions to conquer for the glory of the Solari Concord.

Build and upgrade infrastructure across the star system to improve resource gathering and strengthen your dominion.

Engage in diplomatic relations and sign trade deals to get that boost you need.

Mod support that greatly surpasses that of its predecessor, Starpoint Gemini 2.

For more information, check out the official Starpoint Gemini Wiki on Gamepedia.

News & Changelog

UPDATE v1.050 – Material Editor improvements

9 June – danijel

Greetings captains,

We’ve mentioned that this update is coming the last time around. The update, along with the standard fixes and tweaks also improves the game’s modding capabilities. You’ll notice some improvements to the Material Editor.

One other thing that you’ll be able to notice is a new Incompatible.txt file in the Mods folder of the game. Whatever mod is noted in this file will be ignored by the game even if it is set to active. There were a number of mod-related issues reported and although we can, and in some cases do, flag a mod as incompatible on the Steam Workshop, this doesn’t cover everything. We will regularly update this file to add or remove mods as necessary. The goal is to ensure maximum stability of the game. If you’re a mod author and your mod is affected by this, please contact us on [email protected] and we can continue from there.

Further improvements to the modding tools are being worked on as well, but I’ll have more on that later.

Safe travels captains!

GAME CHANGE-LOG

While a T-Gate repair civilian task is being conducted, you’re no longer presented with a weird out-of-place text saying Insufficient resources.

Changed bonus descriptions for Industrial stations.

Changed the bonus description of Edea Facility.

Added a Fighter wing indicator on the right of the screen.

A small icon appears to the right while fighters are on a mission

Fighter status is also represented by this icon(s).

Fixed an error that would make it impossible to initiate a T-Gate repair task in some cases.

Fixed a couple of minor errors related to landmark structure hints and descriptions.

After loading a game, your waypoint will be properly marked in the viewport.

Improved the info you get when scanning a ship (more info is displayed).

It is no longer possible to use the Starchart via shortcuts while a dialogue panel is open.

Changed storyline level requirements.

Fixed a number of typos in the English text files. Another thanks goes to Misunderstood Wookie!

When editing a text (naming your captain for example), press + hold of the backspace now works as it does in any other Windows program.

Done a number of tweaks and improvements on various game panels.

Systems and Equipment tabs are moved from the Drydock to the Trader window.

Added a number of hints on various panels.

MATERIAL EDITOR CHANGE-LOG

Errors are now displayed in the main editor viewport. At the bottom.

Turrets show is now set to true by default when accessing the Ship editor.

When opening a ship file, you’re no longer presented with the Exemplar turret setup by default.

Fixed a number of input related errors that manifested in the editor remembering keys that were pressed before a control was in focus.

Added buttons to make it easier to add and/or remove elements from various editor lists (turrets, particles, meshes…)

Tweaked light movement so it is linked to camera distance to object in the editor. Just a tiny quality of life improvement.

Editor input now accepts numpad keys.

The Editor no longer accepts mouse / keyboard input while it is not in focus.

Newly added beams and particles are initiated with some base parameters so they’re easily visible from the get-go.

Fixed an error related to Particle force. When there were more than one, changing one Particle force no longer affects the other(s).

When switching back from the Model properties window to the Assembly window, the mesh you’ve edited is automatically selected.

Added a small hint window to display basic Editor controls.

Did a few visual tweaks to make parameters more readable.

Double-clicking on an element in the Assembly list now automatically opens up the correct panel (Model Properties for meshes, Particle parameters for particles…)